sampler2D sprite;
float angle = 3.14159;
float blurAmount = 0.005;

float4 PixelShaderFunction(float2 pixel : TEXCOORD0) : COLOR0
{	
	float4 color = 0;
	float2 offset = 0;
	int count = 24;

	sincos(angle, offset.x, offset.y);
	offset *= blurAmount;

	for(int i = 0; i < count; i++)
	{
		color += tex2D(sprite, pixel - offset * i);
	}
	color /= count;

	return color;
}

technique Technique1
{
	pass Pass1
	{
		PixelShader = compile ps_2_0 PixelShaderFunction();
	}
}
